Fungimen
These mushroom-folk live mostly underground, but are sometimes witnessed above ground tending to certain plants.
+2 Con, +2 Cha, -2 Int. Fungimen are stout yet generally good-natured
Speed 20ft.
Low-Light Vision: Fungimen can see twice as far as humans in normal light conditions.
people who find themselves sticking to old ways and common knowledge.
Spores (Ex): As a standard action 3/day, a fungimen may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the fungimen's Charisma modifier.
Sturdy: Fungimen receive a +2 racial bonus to CMD checks against trip and bull rush.
Crafter: Living undergound does not leave much room for trading, Most Fungimen take up some kind of crafting for a living. Fungimen receive a +2 racial bonus on all Craft checks.
Tunnel Knowledge: Fungimen live and work with Annelidians to increase the sizes and stability of their tunnels. They receive a +2 racial bonus on Perception checks involving dirt (but not rock) and can treat ground as one step better when tracking. Fungimen always treat Knowledge (Geography) as a class skill.

I like it. We should come up with a better name than fungimen. I made sure the annelidians weren't just called wormfolk. I would also suggest adding one or two more race features to power them up a bit. Some sort of resistances related to being plants. How about +2 on saves against poison, paralysis, mind-affecting effects, stunning, polymorph, and sleep. I know that's a lot of things to have bonuses against, but I'm balancing with dwarves' hardy, and that +2 against all spells and SLAs is a lot. And one last note: fungimen shouldbe immune to other fungimen spores.

Why not just swipe the "myconid" name from 1e/3.5, and maybe reference their stats as well?
I mean, since there have been fungus men in the game since Lawrence Schick's In the Dungeons of the Slave Lords (1981).

No sense in re-inventing the wheel, esp. since WotC did a lot of the conversion work for you in the 3.0 Monster Manual II (2002).

Myconoids
These mushroom-folk live mostly underground, but are sometimes witnessed above ground tending to certain plants.
+2 Con, +2 Cha, -2 Int. Myconoid sare stout yet generally good-natured
Speed 20ft.
Low-Light Vision: Myconoids can see twice as far as humans in normal light conditions.
people who find themselves sticking to old ways and common knowledge.
Spores (Ex): As a standard action 3/day, a Myconoid may release potent spores to daze opponents. All creatures within 10 feet of the fungimen must make a fortitude save or be dazed for 1 round. The save is equal to 10 + 1/2 the fungimen's HD + the Myconoid's Charisma modifier.
Sturdy: Myconoids receive a +2 racial bonus to CMD checks against trip and bull rush. Myconoids are immune to their species' spores.
Crafter: Living undergound does not leave much room for trading, Most Myconoids take up some kind of crafting for a living. Myconoids receive a +2 racial bonus on all Craft checks.
Tunnel Knowledge: Myconoids live and work with Annelidians to increase the sizes and stability of their tunnels. They receive a +2 racial bonus on Perception checks involving dirt (but not rock) and can treat ground as one step better when tracking. Myconoids always treat Knowledge (Dungeoneering) as a class skill.
Plant Resistances: Myconoids receive a +2 racial bonus on saves against poison, paralysis, mind-affecting effects, stunning, polymorph, and sleep effects
Hatred: Myconoids find themselves training against underground terrors to protect their homes and families. Myconoids receive a +1 racial bonus on attack rolls and damage rolls against aberrations.

Edit: Kirth, I didn't know there were shroom people in 3.5 (or further back), I never really poured over the bestiaries and all.

I love it. There is nothing I can think of to change, excellent job, Matt.
How about languages? As the closest things annelidians have to diplomats, they should probably speak two languages to start, especially with that intelligence penalty. How about Terran or Annelidian (because Terran is a good language for them to communicate with annelidians and gnome, and annelidian would be very difficult for a non-annelidian to use, or we could just say whatever and let them speak it) and undercommon? They would certainly deal with underground species more than above ground. I like the idea of neither of them speaking common to start.

I love it. There is nothing I can think of to change, excellent job, Matt.

How about languages? As the closest things annelidians have to diplomats, they should probably speak two languages to start, especially with that intelligence penalty. How about Terran or Annelidian (because Terran is a good language for them to communicate with annelidians and gnome, and annelidian would be very difficult for a non-annelidian to use, or we could just say whatever and let them speak it) and undercommon? They would certainly deal with underground species more than above ground. I like the idea of neither of them speaking common to start.

No wait, better idea. Myconoids can understand Annelidian but can't speak it, and their base language is w/e + undercommon?

How about the myconoids have their own language that the annelidians speak, while the annelidians have a language the myconoids don't?
So:
Annelidians speak annelidian and myconoid
Myconoids speak myconoid and undercommon.
If you want to do the single shared language route, I would say terran.

Since the 30+ year old existing race are already called "myconids," are you sure you want a separate race with the same theme with such a similar name? That seems like a recipe for mass confusion, for anyone familiar with the game's history (1e grognards and such).

I forgot to say that we will have a new person joining our game and I am encouraging him to play as an annelidian. He's pribably gonna be a ToB warblade. And here's some culture I wrote up for the myconoids:

:

Myconoids are a race of small, energetic fungal humanoids that subsist on rotting life that come in a great variety of forms. They are around three and a half feet tall, and they vary in color from brown to white, black, red, green, yellow, and more exotic combinations and colorations than perhaps any other intelligent race. Their heads may have a number of small stalks emerging from the top or simply one large cap. Even within a colony, appearances can vary widely. They have stout frames with spongy flesh; they are without bones and maintain their shape simply through the toughness of their bodies. They are hermaphroditic and reproduce via spores. However, unlike anneldians, they are treated as members of a specific gender bed on their position in the hierarchy.

They often ally and live with annelidians, as the two share a food source and benefit from each other's company. The myconoids profit from the intellectual and cultural accomplishments of the annelidians, while the annelidians frequently rely on the myconoids for martial defense and limited communication with the outside world. While cohabitation between the two species is quite common, different colonies can vary greatly in their species makeup.

Myconoids are orderly and believe strongly in a social hierarchy determined by ritual physical and spiritual competition. They consider the annelidians to be entirely seperate from their hierarchy; neither above nor below, but their own distinct caste. Within their species, positions of power are determined at the coming of age, traditionally at age 9. Based on their performance against and with all other members of their colony born during the same year, myconoids are placed within castes in which they remain until they die. No myconoid seeks to change their caste because they are always placed in the most fitting position and the idea of social mobility simply does not fit with their psychology. Almost all myconoids are lawful neutral.

The best performing warriors among the myconoids are given female identities and serve to protect the colony and aid in physical labor. The most spiritually adept myconoids, particularly those with natural magical talent such as sorcerers or oracles, are given male identities and manage food, religious duties, and diplomacy with outsiders. From both 'genders' are chosen the most capable members and they form a ruling council.

Religiously and spiritually, myconoids share much with the annelidians. Both believe in death as part of the cycle of life. Myconoids worship any of a variety of minor deities of nature or law, including Arbrone and Lumbricin. One of the only outsiders that they worship uniquely is a strange being called Sot. Sot resides in Utopia and frequently interacts with the inevitables and the axiomites. He appears as a gigantic, amorphous fungus, but he also possesses many construct-like features that occasionally protrude from within his form, such as gears and pistons. It is believed that Sot was once once two separate entities, one a powerful primal inevitable and the other an interplanar fungus. When the fungus, rumored to have been called Ssjholot, wandered into Utopia, chaos ensued. Many axiomates and inevitables were destroyed in its mindless spasms, so Sot set out to defend his realm and destroy the intrusion. Little is known of the conflict itself, but what emerged was a half-steel half-plant monstrosity committed to the preservation of order and the cycle of life and death. This being has adopted myconoids as followers and has a growing number of worshippers in his name. He offers the domains of Law, Plant, Artifice, and Strength.

Hmm... The fungus race is very interesting, though I'm surprised that in everyone's haste to compare them to the Myconids of D&D, no one has mentioned the Myceloids from Bestiary 3, another race of (evil) mushroom men.

(I mean, you mention the fungus leshy which is a nature spirit first and mushroom man second, but not the myceloid?)